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* AuthorsSavingThrow: The Quake 2 2023 remaster includes Quake 2 for the Nintendo 64 as a expansion pack. The notable thing is that this isn't a direct port, but the levels transferred ''to'' the id Tech 2 engine in their entirety, adding several features that the game ''never'' had, and also upgrading the assets to match the game it was based on.
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* AuthorsSavingThrow: AuthorsSavingThrow:
** TheQuake 2 2023 remaster includes Quake 2 for the Nintendo 64 as a expansion pack. The notable thing is that this isn't a direct port, but the levels transferred ''to'' the id Tech 2 engine in their entirety, adding several features that the game ''never'' had, and also upgrading the assets to match the game it was based on.
** The
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** ''Ground Zero'' also features an item called Compass that was never implemented. It would later be used in the 2023 Remaster to help point to where the player needs to go next.
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** ''Ground Zero'' features an item called Compass that was never implemented. It would later be used in the 2023 Remaster to help point to where the player needs to go next.
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** ''Ground Zero'' also features an item called Compass that was never implemented.
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** ''Ground Zero'' also features an item called Compass that was never implemented. It would later be used in the 2023 Remaster to help point to where the player needs to go next.
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** The 2023 remaster also adds muzzle flashes to every weapon which had long been a complaint about the game since its release.
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** The 2023 remaster also adds muzzle flashes to every weapon which had long been a complaint about the game since its original release.
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** The 2023 remaster also adds muzzle flashes to every weapon which had long been a complaint about the game since its release.
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* AuthorsSavingThrow: The Quake 2 2023 remaster includes Quake 2 for the Nintendo 64 as a expansion pack. The notable thing is that this isn't a direct port, but the levels transferred ''to'' the id Tech 2 engine in their entirety, adding several features that the game ''never'' had, and also upgrading the assets to match the game it was based on.
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** [[https://www.youtube.com/watch?v=7aBJ0fw-43s There are several unused monster attack animations]]:
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** [[https://www.youtube.com/watch?v=7aBJ0fw-43s There are several unused monster attack animations]]:animations]], several of which were addeed for the 2023 remaster:
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* TechnologyMarchesOn: In the game proper, one of the items you often have to retrieve are data ''[=CDs=]'' ([=DVDs=] were in their infancy when the game was released, not to speak of USB drives).
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* TechnologyMarchesOn: The original game ''required'' a 3dfx Voodoo graphics card at launch. The 2023 remaster can be run on the UsefulNotes/NintendoSwitch at a better resolution than the last Voodoo graphics chipset ever made.
** In the game proper, one of the items you often have to retrieve are data ''[=CDs=]'' ([=DVDs=] were in their infancy when the game was released, not to speak of USB drives).
** In the game proper, one of the items you often have to retrieve are data ''[=CDs=]'' ([=DVDs=] were in their infancy when the game was released, not to speak of USB drives).
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** Among the help files there are four pictures (five by counting the Power Screen, also present) of non-present items in the game, these items are called Cloaker, Invisibility, Goggles, Scope and Sights. Only the Goggles found their way into the game, by way of the ''Ground Zero'' expansion, where these goggles were retextured and called "IR Goggles".
** There's a cut weapon in ''Ground Zero'' called [[https://www.youtube.com/watch?v=FOxe_IbhPuw Disruptor]]. The game's maps still feature entity spawn points for both the weapon and its ammo packs (and in certain points it can be enabled), but the weapon itself won't spawn at all. The weapon model seems to have served as an inspiration for ''VideoGame/QuakeIIIArena''[='=]s Plasma Gun, which explains why the [=Q3PG=] skin for the Super Nailgun in ''VideoGame/QuakeChampions'' is called the Disruptor.
** There's a cut weapon in ''Ground Zero'' called [[https://www.youtube.com/watch?v=FOxe_IbhPuw Disruptor]]. The game's maps still feature entity spawn points for both the weapon and its ammo packs (and in certain points it can be enabled), but the weapon itself won't spawn at all. The weapon model seems to have served as an inspiration for ''VideoGame/QuakeIIIArena''[='=]s Plasma Gun, which explains why the [=Q3PG=] skin for the Super Nailgun in ''VideoGame/QuakeChampions'' is called the Disruptor.
to:
** Among the help files there are four pictures (five by counting the Power Screen, also present) of non-present items in the game, these items are called Cloaker, Invisibility, Goggles, Scope and Sights. Only the Goggles and Invisibility items found their way into the game, one by way of the ''Ground Zero'' expansion, where these goggles were retextured and called "IR Goggles".
Goggles", and the other in the Nintendo 64 version.
** There's a cut weapon in ''Ground Zero'' called [[https://www.youtube.com/watch?v=FOxe_IbhPuw Disruptor]]. The game's maps still feature entity spawn points for both the weapon and its ammo packs (and in certainpoints it source ports such as Yamagi Quake II or [=KMQuake2=] both the weapon and its ammo can be enabled), but the weapon itself won't spawn at all. The weapon model seems to have served as an inspiration for ''VideoGame/QuakeIIIArena''[='=]s Plasma Gun, which explains why the [=Q3PG=] skin for the Super Nailgun in ''VideoGame/QuakeChampions'' is called the Disruptor.all.
** There's a cut weapon in ''Ground Zero'' called [[https://www.youtube.com/watch?v=FOxe_IbhPuw Disruptor]]. The game's maps still feature entity spawn points for both the weapon and its ammo packs (and in certain
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*** Icaruses could brake mid-air, take off from ground, and hover backwards.
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*** Icaruses Icari could brake mid-air, take off from ground, and hover backwards.
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** The Nailgun shot sound was reused as the sound for the ETF Rifle's shot in ''Ground Zero''.
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** The Nailgun shot shooting sound was reused as the sound for the ETF Rifle's shot in ''Ground Zero''.
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* ReReleaseSoundtrack: The Steam and Microsoft Store releases of the game completely lack the Sascha Dikiciyan composed OST. The reasons are unknown but likely stem from simple oversight more than anything, as the GOG release retains it.
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* RefittedForSequel:
** There's an unfinished "Flare Gun" model. It was repurposed into ''Threewave CTF''[='=]s Grappling Hook.
** ''Ground Zero'' repurposes the unfinished Nuke model into the A-M Bomb, the unfinished Googles into the IR Goggles, and the left/right unused Flyer rolling animation into the Carrier's Kamikaze Flyer attack.
** There's an unfinished "Flare Gun" model. It was repurposed into ''Threewave CTF''[='=]s Grappling Hook.
** ''Ground Zero'' repurposes the unfinished Nuke model into the A-M Bomb, the unfinished Googles into the IR Goggles, and the left/right unused Flyer rolling animation into the Carrier's Kamikaze Flyer attack.
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** [[https://www.youtube.com/watch?v=7aBJ0fw-43s There are several unused monster attack animations]]:
*** Barracuda Sharks have a tail whip.
*** Berserkers have a less aggressive spike attack, a less aggressive and much slower version of the club attack, two versions of a running club attack, and two versions of a GroundPound (jumping and not jumping). It also had a ducking animation, and a tripping animation (possibly where the player shoot its legs).
*** Brains have hidden animations for a tentacle attack while walking (in the final game, it stops before attacking), as well as a defense animation.
*** Enforcers could cover their faces.
*** Flyers could stop mid-air, lean left and right, roll left and right and defend themselves.
*** Gunners could throw grenades while running and their Machinegun attack had an extended animation.
*** Icaruses could brake mid-air, take off from ground, and hover backwards.
*** Mutants could stand up on its two back legs.
*** Parasites would be stuck/caged.
*** Technicians would be initially inactive, and then they would activate, plus a non-exploding death animation.
*** Weapon Guards could trip.
*** Super Tanks could be able to fire rockets at targets behind them, drive backwards, turn left and right, and had hull-mounted guns that could fire projectiles.
*** Barracuda Sharks have a tail whip.
*** Berserkers have a less aggressive spike attack, a less aggressive and much slower version of the club attack, two versions of a running club attack, and two versions of a GroundPound (jumping and not jumping). It also had a ducking animation, and a tripping animation (possibly where the player shoot its legs).
*** Brains have hidden animations for a tentacle attack while walking (in the final game, it stops before attacking), as well as a defense animation.
*** Enforcers could cover their faces.
*** Flyers could stop mid-air, lean left and right, roll left and right and defend themselves.
*** Gunners could throw grenades while running and their Machinegun attack had an extended animation.
*** Icaruses could brake mid-air, take off from ground, and hover backwards.
*** Mutants could stand up on its two back legs.
*** Parasites would be stuck/caged.
*** Technicians would be initially inactive, and then they would activate, plus a non-exploding death animation.
*** Weapon Guards could trip.
*** Super Tanks could be able to fire rockets at targets behind them, drive backwards, turn left and right, and had hull-mounted guns that could fire projectiles.
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** There's a cut weapon called [[https://www.youtube.com/watch?v=FOxe_IbhPuw Disruptor]]. The game's maps still feature entity spawn points for both the weapon and its ammo packs, but the weapon itself won't spawn at all. The weapon model seems to have served as an inspiration for ''VideoGame/QuakeIIIArena''[='=]s Plasma Gun, which explains why the [=Q3PG=] skin for the Super Nailgun in ''VideoGame/QuakeChampions'' is called the Disruptor.
** There's also an item called Compass that was never implemented.
** There's also an item called Compass that was never implemented.
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** There's a cut weapon in ''Ground Zero'' called [[https://www.youtube.com/watch?v=FOxe_IbhPuw Disruptor]]. The game's maps still feature entity spawn points for both the weapon and its ammo packs (and in certain points it can be enabled), but the weapon itself won't spawn at all. The weapon model seems to have served as an inspiration for ''VideoGame/QuakeIIIArena''[='=]s Plasma Gun, which explains why the [=Q3PG=] skin for the Super Nailgun in ''VideoGame/QuakeChampions'' is called the Disruptor.
** ''Ground Zero'' also features an item called Compass that was never implemented.
** ''Ground Zero'' also features an item called Compass that was never implemented.
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Dummied Out is now trivia. Moving examples accordingly.
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** There's a cut weapon called [[https://www.youtube.com/watch?v=FOxe_IbhPuw Disruptor]]. The game's maps still feature entity spawn points for both the weapon and its ammo packs, but the weapon itself won't spawn at all. The weapon model seems to have served as an inspiration for ''VideoGame/QuakeIIIArena''[='=]s Plasma Gun, which explains why the [=Q3PG=] skin for the Super Nailgun in ''VideoGame/QuakeChampions'' is called the Disruptor.
** There's also an item called Compass that was never implemented.
** There's also an item called Compass that was never implemented.
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* DummiedOut:
** The Power Screen is a Power Shield that only reduces damage from shots that hit you in front (the Brains enemies and the Daedalus enemies from ''Ground Zero'' have these). It isn't found anywhere in the game, but it can be summoned by using the console, it's fully functional, and some third-party levels feature it.
** Among the help files there are four pictures (five by counting the Power Screen, also present) of non-present items in the game, these items are called Cloaker, Invisibility, Goggles, Scope and Sights. Only the Goggles found their way into the game, by way of the ''Ground Zero'' expansion, where these goggles were retextured and called "IR Goggles".
** The Power Screen is a Power Shield that only reduces damage from shots that hit you in front (the Brains enemies and the Daedalus enemies from ''Ground Zero'' have these). It isn't found anywhere in the game, but it can be summoned by using the console, it's fully functional, and some third-party levels feature it.
** Among the help files there are four pictures (five by counting the Power Screen, also present) of non-present items in the game, these items are called Cloaker, Invisibility, Goggles, Scope and Sights. Only the Goggles found their way into the game, by way of the ''Ground Zero'' expansion, where these goggles were retextured and called "IR Goggles".
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** The player jump sound was reused as well.
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** The player jump sound (provided by [[Music/NineInchNails Trent Reznor]]) was reused as well.
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* ArtifactTitle: Creator/IdSoftware had other titles in mind for the game. They later decided to stick to ''Quake II'' when the game’s fast-paced, tactile feel felt closer to a ''Quake'' game than a new franchise, and it worked.
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! [[center:[[Trivia/{{Quake}} Main page]] | [[Trivia/QuakeI Quake]] | [[Trivia/QuakeII Quake II]] | [[Trivia/QuakeIIIArena Quake III Arena]] | [[Trivia/QuakeIV Quake IV]] | [[Trivia/EnemyTerritoryQuakeWars ET: Quake Wars]] | [[Trivia/QuakeChampions Champions]]]]
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* DolledUpInstallment: The game was originally supposed to be entirely unrelated to the Quake series, and was only given the Quake name when the original name [[Creator/IdSoftware Id]] wanted to give the game turned out to be unusable for trademark reasons. Since then, the Quake name has mostly come to be associated with the Strogg story arc, but that's not surprisingly given the disjointed, {{random events|Plot}} ExcusePlot that was [[VideoGame/QuakeI the original Quake]]. ''VideoGame/QuakeIIIArena'' would incorporate characters from both games, which at least placed the first game [[CanonWelding in the same universe]], even if they otherwise had nothing to do with each other.
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* DolledUpInstallment: The game was originally supposed to be entirely unrelated to the Quake series, and was only given the Quake name when the original name [[Creator/IdSoftware Id]] wanted to give the game turned out to be unusable for trademark reasons. Since then, the Quake name has mostly come to be associated with the Strogg story arc, but that's not surprisingly given the disjointed, {{random events|Plot}} ExcusePlot that was [[VideoGame/QuakeI the original Quake]]. ''VideoGame/QuakeIIIArena'' would incorporate characters from both games, which at least placed the first game them all [[CanonWelding in the same universe]], even if they otherwise had nothing to do with each other.
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* DolledUpInstallment: The game was originally supposed to be entirely unrelated to the Quake series, and was only given the Quake name when the original name [[Creator/IdSoftware Id]] wanted to give the game turned out to be unusable for trademark reasons. Since then, the Quake name has mostly come to be associated with the Strogg story arc, but that's not surprisingly given the disjointed, {{random events|Plot}} ExcusePlot that was [[VideoGame/QuakeI the original Quake]].
to:
* DolledUpInstallment: The game was originally supposed to be entirely unrelated to the Quake series, and was only given the Quake name when the original name [[Creator/IdSoftware Id]] wanted to give the game turned out to be unusable for trademark reasons. Since then, the Quake name has mostly come to be associated with the Strogg story arc, but that's not surprisingly given the disjointed, {{random events|Plot}} ExcusePlot that was [[VideoGame/QuakeI the original Quake]]. ''VideoGame/QuakeIIIArena'' would incorporate characters from both games, which at least placed the first game [[CanonWelding in the same universe]], even if they otherwise had nothing to do with each other.
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! [[center:[[Trivia/{{Quake}} Main page]] | [[Trivia/QuakeI Quake]] | [[Trivia/QuakeII Quake II]] | [[Trivia/QuakeIIIArena Quake III Arena]] | [[Trivia/QuakeIV Quake IV]] | [[Trivia/EnemyTerritoryQuakeWars ET: Quake Wars]] | [[Trivia/QuakeChampions Champions]]]]
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** The Prox Launcher sounds from ''Scourge of Armagon'' were reused for the Prox Launcher in ''Ground Zero''.
* PropRecycling: The PS1 version recycles the opening and ending cutscene of ''Ground Zero''.
* PropRecycling: The PS1 version recycles the opening and ending cutscene of ''Ground Zero''.
to:
** The Prox Launcher sounds from ''Scourge ''Quake Mission Pack No. 1: Scourge of Armagon'' were reused for the Prox Launcher in ''Ground Zero''.
* PropRecycling: ThePS1 PSX version recycles the opening and ending cutscene of ''Ground Zero''.
* PropRecycling: The
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** The manuals and the pods near the respective starting points (and cutscenes) also reveal the names of both player characters from ''The Reckoning'' and ''Ground Zero'': Joker and Stepchild.
to:
** The manuals and the pods near the respective starting points (and cutscenes) also reveal the names of both player characters from ''The Reckoning'' and ''Ground Zero'': Joker and Stepchild. Also, due to the reuse of the ''Ground Zero'' opening and ending cinematics, Stepchild is also the PlayerCharacter of the PSX version.
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* PropRecycling: The PS1 version recycles the opening and ending cutscene of ''Ground Zero''.
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* CanonName: Although the hints are in a not-so hidden part of the first level, ''VideoGame/QuakeIIIArena'' officially called the PlayerCharacter "Bitterman".
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* CanonName: CanonName:
** Although the hints are in a not-so hidden part of the first level, ''VideoGame/QuakeIIIArena'' officially called the PlayerCharacter"Bitterman"."Bitterman".
** The manuals and the pods near the respective starting points (and cutscenes) also reveal the names of both player characters from ''The Reckoning'' and ''Ground Zero'': Joker and Stepchild.
** Although the hints are in a not-so hidden part of the first level, ''VideoGame/QuakeIIIArena'' officially called the PlayerCharacter
** The manuals and the pods near the respective starting points (and cutscenes) also reveal the names of both player characters from ''The Reckoning'' and ''Ground Zero'': Joker and Stepchild.
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** The Prox Launcher sounds from ''Scourge of Armagon'' were reused for the Prox Launcher in ''Ground Zero''.
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* TechnologyMarchesOn: In the game proper, one of the items you often have to retrieve are data ''[=CDs=]'' ([=DVDs=] were in their infancy when the game was released, not to speak of USB drives).
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* CanonName: Although the hints are in the first level, ''VideoGame/QuakeIIIArena'' officially called the PlayerCharacter as "Bitterman".
to:
* CanonName: Although the hints are in a not-so hidden part of the first level, ''VideoGame/QuakeIIIArena'' officially called the PlayerCharacter as "Bitterman".
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* CanonName: Although the hints are in the first level, ''VideoGame/QuakeIIIArena'' officially called the PlayerCharacter as "Bitterman".
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** The player jump sound was reused as well.
to:
** The player jump sound was reused as well.well.
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* DolledUpInstallment: The game was originally supposed to be entirely unrelated to the Quake series, and was only given the Quake name when the original name [[Creator/IdSoftware Id]] wanted to give the game turned out to be unusable for trademark reasons. Since then, the Quake name has mostly come to be associated with the Strogg story arc, but that's not surprisingly given the disjointed, RandomEvents ExcusePlot that was [[VideoGame/QuakeI the original Quake]].
to:
* DolledUpInstallment: The game was originally supposed to be entirely unrelated to the Quake series, and was only given the Quake name when the original name [[Creator/IdSoftware Id]] wanted to give the game turned out to be unusable for trademark reasons. Since then, the Quake name has mostly come to be associated with the Strogg story arc, but that's not surprisingly given the disjointed, RandomEvents {{random events|Plot}} ExcusePlot that was [[VideoGame/QuakeI the original Quake]].
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None
* DolledUpInstallment: The game was originally supposed to be entirely unrelated to the Quake series, and was only given the Quake name when the original name [[Creator/IdSoftware Id]] wanted to give the game turned out to be unusable for trademark reasons. Since then, the Quake name has mostly come to be associated with the Strogg story arc, but that's not surprisingly given the disjointed, RandomEvents ExcusePlot that was [[VideoGame/QuakeI the original Quake]].
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** The player jump sound was reused as well.
* WhatCouldHaveBeen: The game was originally going to be a separated franchise.
* WhatCouldHaveBeen: The game was originally going to be a separated franchise.
to:
** The player jump sound was reused as well.
* WhatCouldHaveBeen: The game was originally going to be a separated franchise.well.
* WhatCouldHaveBeen: The game was originally going to be a separated franchise.
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* HeyItsThatSound: Several sounds were recycled from the first ''Quake'' game:\\
\\
The Nailgun shot sound was reused as the sound for the ETF Rifle's shot in ''Ground Zero''.\\
\\
The player jump sound was reused as well.
\\
The Nailgun shot sound was reused as the sound for the ETF Rifle's shot in ''Ground Zero''.\\
\\
The player jump sound was reused as well.
to:
* HeyItsThatSound: Several sounds were recycled from the first ''Quake'' game:\\
\\
game:
** The Nailgun shot sound was reused as the sound for the ETF Rifle's shot in ''GroundZero''.\\
\\
Zero''.
** The player jump sound was reused as well.
\\
** The Nailgun shot sound was reused as the sound for the ETF Rifle's shot in ''Ground
\\
** The player jump sound was reused as well.